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cranpose_app_shell/
shell_frame.rs

1use super::*;
2
3const DEV_OVERLAY_PADDING: f32 = 8.0;
4const DEV_OVERLAY_FONT_SIZE: f32 = 14.0;
5const DEV_OVERLAY_CHAR_WIDTH: f32 = 7.0;
6const DEV_OVERLAY_REFRESH_INTERVAL: std::time::Duration = std::time::Duration::from_millis(250);
7const DEFAULT_FRAME_STAGE_TELEMETRY_THRESHOLD_MS: f64 = 4.0;
8
9#[derive(Copy, Clone)]
10enum DispatchInvalidationKind {
11    Pointer,
12    Focus,
13}
14
15fn frame_stage_telemetry_threshold_ms() -> Option<f64> {
16    static THRESHOLD_MS: std::sync::OnceLock<Option<f64>> = std::sync::OnceLock::new();
17    *THRESHOLD_MS.get_or_init(|| {
18        let explicit = std::env::var("CRANPOSE_FRAME_STAGE_TELEMETRY_MS")
19            .ok()
20            .and_then(|value| value.parse::<f64>().ok())
21            .filter(|value| value.is_finite() && *value >= 0.0);
22        explicit.or_else(|| {
23            std::env::var_os("CRANPOSE_FRAME_STAGE_TELEMETRY")
24                .is_some()
25                .then_some(DEFAULT_FRAME_STAGE_TELEMETRY_THRESHOLD_MS)
26        })
27    })
28}
29
30fn log_frame_stage_telemetry(
31    frame_start: Instant,
32    after_initial_layout: Instant,
33    after_layout: Instant,
34    after_dispatch: Instant,
35    after_render: Instant,
36) {
37    let Some(threshold_ms) = frame_stage_telemetry_threshold_ms() else {
38        return;
39    };
40
41    let total_ms = after_render.duration_since(frame_start).as_secs_f64() * 1000.0;
42    if total_ms < threshold_ms {
43        return;
44    }
45
46    let layout_ms = after_layout.duration_since(frame_start).as_secs_f64() * 1000.0;
47    let initial_layout_ms = after_initial_layout
48        .duration_since(frame_start)
49        .as_secs_f64()
50        * 1000.0;
51    let post_layout_ms = after_layout
52        .duration_since(after_initial_layout)
53        .as_secs_f64()
54        * 1000.0;
55    let dispatch_ms = after_dispatch.duration_since(after_layout).as_secs_f64() * 1000.0;
56    let scene_ms = after_render.duration_since(after_dispatch).as_secs_f64() * 1000.0;
57    log::warn!(
58        "[frame-stage-telemetry] total_ms={total_ms:.2} layout_ms={layout_ms:.2} initial_layout_ms={initial_layout_ms:.2} post_layout_ms={post_layout_ms:.2} dispatch_ms={dispatch_ms:.2} scene_ms={scene_ms:.2}",
59    );
60}
61
62fn render_phase_dirty_diagnostics_enabled() -> bool {
63    cranpose_core::env_flag!("CRANPOSE_RENDER_PHASE_DIRTY_DIAG")
64}
65
66struct RenderPhaseDirtyDiagnostics<'a> {
67    render_dirty: bool,
68    pointer_dirty: bool,
69    scene_dirty: bool,
70    draw_repass_pending: bool,
71    draw_dirty_nodes: usize,
72    layout_dirty_nodes: usize,
73    structural_dirty_nodes: usize,
74    partial_dirty_nodes: usize,
75    dirty_node_ids: Option<String>,
76    render_only_dirty: bool,
77    recomposed_this_frame: bool,
78    path: &'a str,
79}
80
81fn log_render_phase_dirty_diagnostics(diagnostics: RenderPhaseDirtyDiagnostics<'_>) {
82    if !render_phase_dirty_diagnostics_enabled() {
83        return;
84    }
85
86    let RenderPhaseDirtyDiagnostics {
87        render_dirty,
88        pointer_dirty,
89        scene_dirty,
90        draw_repass_pending,
91        draw_dirty_nodes,
92        layout_dirty_nodes,
93        structural_dirty_nodes,
94        partial_dirty_nodes,
95        dirty_node_ids,
96        render_only_dirty,
97        recomposed_this_frame,
98        path,
99    } = diagnostics;
100    if let Some(dirty_node_ids) = dirty_node_ids {
101        log::warn!(
102            "[render-phase-dirty] path={path} render_dirty={render_dirty} pointer_dirty={pointer_dirty} scene_dirty={scene_dirty} draw_repass_pending={draw_repass_pending} draw_dirty_nodes={draw_dirty_nodes} layout_dirty_nodes={layout_dirty_nodes} structural_dirty_nodes={structural_dirty_nodes} partial_dirty_nodes={partial_dirty_nodes} render_only_dirty={render_only_dirty} recomposed_this_frame={recomposed_this_frame} ids={dirty_node_ids}",
103        );
104    } else {
105        log::warn!(
106            "[render-phase-dirty] path={path} render_dirty={render_dirty} pointer_dirty={pointer_dirty} scene_dirty={scene_dirty} draw_repass_pending={draw_repass_pending} draw_dirty_nodes={draw_dirty_nodes} layout_dirty_nodes={layout_dirty_nodes} structural_dirty_nodes={structural_dirty_nodes} partial_dirty_nodes={partial_dirty_nodes} render_only_dirty={render_only_dirty} recomposed_this_frame={recomposed_this_frame}",
107        );
108    }
109}
110
111#[derive(Clone, Copy)]
112struct FrameDirt {
113    render_dirty: bool,
114    pointer_dirty: bool,
115    attributed: bool,
116    recomposed_this_frame: bool,
117}
118
119struct SurfaceDirt {
120    draw_dirty_nodes: Vec<NodeId>,
121    layout_dirty_nodes: Vec<NodeId>,
122    structural_parents: Vec<NodeId>,
123    partial_dirty_nodes: Vec<NodeId>,
124    draw_repass_pending: bool,
125    render_only_dirty: bool,
126    draw_only_partial_dirty: bool,
127    full_scene_dirty: bool,
128    needs_scene_rebuild: bool,
129}
130
131impl SurfaceDirt {
132    fn classify(
133        frame: &FrameDirt,
134        scene_dirty: bool,
135        draw_repass_pending: bool,
136        draw_dirty_nodes: Vec<NodeId>,
137        layout_dirty_nodes: Vec<NodeId>,
138        structural_parents: Vec<NodeId>,
139    ) -> Self {
140        let structural_dirty = !structural_parents.is_empty();
141        let mut partial_dirty_nodes = draw_dirty_nodes.clone();
142        partial_dirty_nodes.extend(layout_dirty_nodes.iter().copied());
143        partial_dirty_nodes.extend(structural_parents.iter().copied());
144        partial_dirty_nodes.sort_unstable();
145        partial_dirty_nodes.dedup();
146
147        let render_only_dirty = frame.render_dirty
148            && !frame.attributed
149            && partial_dirty_nodes.is_empty()
150            && !draw_repass_pending
151            && !structural_dirty;
152        let draw_only_partial_dirty = !draw_dirty_nodes.is_empty()
153            && layout_dirty_nodes.is_empty()
154            && !frame.pointer_dirty
155            && !frame.recomposed_this_frame
156            && !structural_dirty;
157        let scoped_scene_dirty = scene_dirty && !layout_dirty_nodes.is_empty();
158        let full_scene_dirty = scene_dirty && !scoped_scene_dirty && !draw_only_partial_dirty;
159        let partial_scene_dirty = !partial_dirty_nodes.is_empty();
160        let needs_scene_rebuild = full_scene_dirty
161            || scoped_scene_dirty
162            || partial_scene_dirty
163            || draw_repass_pending
164            || structural_dirty;
165        Self {
166            draw_dirty_nodes,
167            layout_dirty_nodes,
168            structural_parents,
169            partial_dirty_nodes,
170            draw_repass_pending,
171            render_only_dirty,
172            draw_only_partial_dirty,
173            full_scene_dirty,
174            needs_scene_rebuild,
175        }
176    }
177
178    fn use_partial_update(&self) -> bool {
179        !self.partial_dirty_nodes.is_empty() && !self.render_only_dirty && !self.full_scene_dirty
180    }
181
182    fn use_visual_update(&self) -> bool {
183        self.use_partial_update() && self.draw_only_partial_dirty
184    }
185
186    fn visual_update_only(&self) -> bool {
187        self.draw_only_partial_dirty
188            && !self.partial_dirty_nodes.is_empty()
189            && !self.full_scene_dirty
190    }
191
192    fn rebuild_path(&self) -> &'static str {
193        if self.use_visual_update() {
194            "visual-update"
195        } else if self.use_partial_update() {
196            "update"
197        } else {
198            "rebuild"
199        }
200    }
201
202    fn log(&self, frame: &FrameDirt, scene_dirty: bool, path: &str) {
203        log_render_phase_dirty_diagnostics(RenderPhaseDirtyDiagnostics {
204            render_dirty: frame.render_dirty,
205            pointer_dirty: frame.pointer_dirty,
206            scene_dirty,
207            draw_repass_pending: self.draw_repass_pending,
208            draw_dirty_nodes: self.draw_dirty_nodes.len(),
209            layout_dirty_nodes: self.layout_dirty_nodes.len(),
210            structural_dirty_nodes: self.structural_parents.len(),
211            partial_dirty_nodes: self.partial_dirty_nodes.len(),
212            dirty_node_ids: render_phase_dirty_diagnostics_enabled().then(|| {
213                format!(
214                    "draw={:?} layout={:?} structural={:?} partial={:?}",
215                    self.draw_dirty_nodes,
216                    self.layout_dirty_nodes,
217                    self.structural_parents,
218                    self.partial_dirty_nodes,
219                )
220            }),
221            render_only_dirty: self.render_only_dirty,
222            recomposed_this_frame: frame.recomposed_this_frame,
223            path,
224        });
225    }
226}
227
228struct SurfaceFrame {
229    result: FrameUpdateResult,
230    rebuilt: bool,
231}
232
233fn pending_repass_nodes() -> Vec<NodeId> {
234    let mut nodes = if cranpose_ui::has_pending_layout_repasses() {
235        cranpose_ui::pending_layout_repass_nodes_snapshot()
236    } else {
237        Vec::new()
238    };
239    if cranpose_ui::has_pending_measure_repasses() {
240        for node in cranpose_ui::pending_measure_repass_nodes_snapshot() {
241            if !nodes.contains(&node) {
242                nodes.push(node);
243            }
244        }
245    }
246    nodes
247}
248
249fn mark_root_for_layout(applier: &mut MemoryApplier, root: NodeId) {
250    match applier.with_node::<LayoutNode, _>(root, |node| {
251        node.mark_needs_measure();
252        node.mark_needs_layout();
253    }) {
254        Ok(()) | Err(NodeError::Missing { .. }) => {}
255        Err(NodeError::TypeMismatch { .. }) => {
256            let _ = applier.with_node::<SubcomposeLayoutNode, _>(root, |node| {
257                node.mark_needs_measure();
258                node.mark_needs_layout_flag();
259            });
260        }
261        Err(_) => {}
262    }
263}
264
265impl<R> AppShell<R>
266where
267    R: Renderer,
268    R::Error: Debug,
269{
270    pub fn set_semantics_enabled(&mut self, enabled: bool) {
271        if self.app.semantics_enabled == enabled {
272            return;
273        }
274        self.app.semantics_enabled = enabled;
275        self.app.semantics_snapshot_revision = self.app.semantics_snapshot_revision.wrapping_add(1);
276        if enabled {
277            self.app.request_forced_layout_pass();
278            self.mark_all_dirty();
279        } else {
280            for surface in &mut self.surfaces {
281                surface.semantics_tree = None;
282            }
283        }
284    }
285
286    /// Sets how the platform should vote the display's frame rate for this
287    /// app. The default, [`FrameRatePreference::Auto`], mirrors Compose: the
288    /// panel's fastest rate while frames are being produced, no preference
289    /// when the scene is still.
290    pub fn set_frame_rate_preference(&mut self, preference: crate::FrameRatePreference) {
291        self.surfaces[0].frame_rate_preference = preference;
292    }
293
294    /// The app's current display frame-rate preference. Read by platform
295    /// backends each frame; the vote itself is applied by the backend that
296    /// owns the native window.
297    pub fn frame_rate_preference(&self) -> crate::FrameRatePreference {
298        self.surfaces[0].frame_rate_preference
299    }
300
301    pub(crate) fn process_frame(&mut self) -> FrameUpdateResult {
302        let app_context = Rc::clone(&self.app.app_context);
303        app_context.enter(|| self.process_frame_in_context(false))
304    }
305
306    pub(crate) fn process_frame_in_context(
307        &mut self,
308        recomposed_before_frame: bool,
309    ) -> FrameUpdateResult {
310        let frame_start = Instant::now();
311
312        self.sync_window_roots_in_context();
313        self.run_layout_phase_in_context();
314        let after_initial_layout = Instant::now();
315
316        let recomposed_this_frame = recomposed_before_frame || self.run_post_layout_recomposition();
317
318        let after_layout = Instant::now();
319
320        self.run_dispatch_queues();
321
322        let after_dispatch = Instant::now();
323
324        clear_transient_scroll_motion_contexts();
325
326        let result = self.run_render_phase_in_context(recomposed_this_frame);
327        let after_render = Instant::now();
328        log_frame_stage_telemetry(
329            frame_start,
330            after_initial_layout,
331            after_layout,
332            after_dispatch,
333            after_render,
334        );
335        result
336    }
337
338    #[cfg(test)]
339    pub(crate) fn run_layout_phase(&mut self) {
340        let app_context = Rc::clone(&self.app.app_context);
341        app_context.enter(|| self.run_layout_phase_in_context());
342    }
343
344    fn run_layout_phase_in_context(&mut self) {
345        let has_scoped_repasses = cranpose_ui::has_pending_layout_repasses()
346            || cranpose_ui::has_pending_measure_repasses();
347        let scoped_layout_nodes = pending_repass_nodes();
348
349        let invalidation_requested = take_layout_invalidation();
350        let global_layout_invalidation = invalidation_requested && !has_scoped_repasses;
351        let force_layout_pass = self.app.force_layout_pass;
352
353        if global_layout_invalidation {
354            cranpose_ui::layout::invalidate_all_layout_caches();
355            if let Some(root) = self.app.composition.root() {
356                mark_root_for_layout(&mut self.app.composition.applier_mut(), root);
357            }
358            self.app.request_forced_layout_pass();
359        } else if invalidation_requested || has_scoped_repasses {
360            self.app.request_layout_pass();
361        }
362
363        if !self.app.layout_requested {
364            return;
365        }
366
367        let Some(root) = self.app.composition.root() else {
368            self.reset_layout_snapshots();
369            return;
370        };
371        let viewport_size = self.surfaces[0].viewport_size();
372        let handle = self.app.composition.runtime_handle();
373        let mut applier = self.app.composition.applier_mut();
374        applier.set_runtime_handle(handle);
375
376        let tree_needs_layout_check = cranpose_ui::tree_needs_layout(&mut *applier, root)
377            .unwrap_or_else(|err| {
378                log::warn!(
379                    "Cannot check layout dirty status for root #{}: {}",
380                    root,
381                    err
382                );
383                true
384            });
385        let needs_layout =
386            self.app.force_layout_pass || has_scoped_repasses || tree_needs_layout_check;
387        self.app.layout_requested = false;
388        self.app.force_layout_pass = false;
389
390        if !needs_layout {
391            log::trace!("Skipping layout: tree is clean");
392            applier.clear_runtime_handle();
393            return;
394        }
395
396        let measured = cranpose_ui::measure_layout_with_options(
397            &mut applier,
398            root,
399            viewport_size,
400            MeasureLayoutOptions {
401                collect_semantics: false,
402                build_layout_tree: false,
403            },
404        );
405        applier.clear_runtime_handle();
406        drop(applier);
407        match measured {
408            Ok(_measurements) => {
409                self.forget_frame_snapshots();
410                self.record_layout_scene_nodes(
411                    global_layout_invalidation || force_layout_pass,
412                    has_scoped_repasses,
413                    scoped_layout_nodes,
414                );
415            }
416            Err(err) => {
417                log::error!("failed to compute layout: {err}");
418                self.reset_layout_snapshots();
419            }
420        }
421    }
422
423    fn forget_frame_snapshots(&mut self) {
424        self.app.semantics_snapshot_revision = self.app.semantics_snapshot_revision.wrapping_add(1);
425        for surface in &mut self.surfaces {
426            surface.forget_snapshots();
427        }
428    }
429
430    fn reset_layout_snapshots(&mut self) {
431        self.forget_frame_snapshots();
432        for surface in &mut self.surfaces {
433            surface.scoped_layout_scene_nodes.clear();
434            surface.scene_dirty = true;
435        }
436        let _ = cranpose_ui::take_geometry_scene_nodes();
437        self.app.layout_requested = false;
438        self.app.force_layout_pass = false;
439    }
440
441    fn record_layout_scene_nodes(
442        &mut self,
443        global: bool,
444        has_scoped_repasses: bool,
445        scoped_layout_nodes: Vec<NodeId>,
446    ) {
447        if global {
448            for surface in &mut self.surfaces {
449                surface.scoped_layout_scene_nodes.clear();
450                surface.scene_dirty = true;
451            }
452            let _ = cranpose_ui::take_geometry_scene_nodes();
453            return;
454        }
455        let mut nodes = if has_scoped_repasses {
456            scoped_layout_nodes
457        } else {
458            Vec::new()
459        };
460        if let Some(root) = self.app.composition.root() {
461            let mut applier = self.app.composition.applier_mut();
462            for node in cranpose_ui::take_geometry_scene_nodes() {
463                if let Some(node) = applier.scene_node_attached_to(node, root) {
464                    nodes.push(node);
465                }
466            }
467        }
468        let buckets = partition_nodes_by_surface(&mut self.app, &self.surfaces, nodes);
469        let mut any_named = false;
470        for (surface, bucket) in self.surfaces.iter_mut().zip(buckets) {
471            if bucket.is_empty() {
472                continue;
473            }
474            any_named = true;
475            surface.scene_dirty = true;
476            let mut seen: HashSet<NodeId> =
477                surface.scoped_layout_scene_nodes.iter().copied().collect();
478            for node in bucket {
479                if seen.insert(node) {
480                    surface.scoped_layout_scene_nodes.push(node);
481                }
482            }
483        }
484        if !any_named {
485            for surface in &mut self.surfaces {
486                surface.scene_dirty = true;
487            }
488        }
489    }
490
491    fn run_post_layout_recomposition(&mut self) -> bool {
492        if !self.app.composition.should_recompose() {
493            return false;
494        }
495
496        let Some(root_key) = self.app.composition.root_key() else {
497            return false;
498        };
499
500        match self
501            .app
502            .composition
503            .reconcile(root_key, &mut *self.app.content)
504        {
505            Ok(changed) => {
506                if !changed {
507                    return false;
508                }
509                self.app.fps_monitor.record_recomposition();
510                self.sync_window_roots_in_context();
511                if self.app.composition_tree_needs_layout() {
512                    self.app.request_layout_pass();
513                    self.run_layout_phase_in_context();
514                }
515                request_render_invalidation();
516                true
517            }
518            Err(NodeError::Missing { id }) => {
519                log::debug!(
520                    "Post-layout recomposition skipped: node {} no longer exists",
521                    id
522                );
523                self.app.request_layout_pass();
524                request_render_invalidation();
525                true
526            }
527            Err(err) => {
528                log::error!("post-layout recomposition failed: {err}");
529                self.app.request_layout_pass();
530                request_render_invalidation();
531                true
532            }
533        }
534    }
535
536    fn run_dispatch_queues(&mut self) {
537        if has_pending_pointer_repasses() {
538            let mut applier = self.app.composition.applier_mut();
539            process_pointer_repasses(|node_id| {
540                match clear_dispatch_invalidation(
541                    &mut applier,
542                    node_id,
543                    DispatchInvalidationKind::Pointer,
544                ) {
545                    Ok(true) => {
546                        log::trace!("Cleared pointer repass flag for node #{}", node_id);
547                    }
548                    Ok(false) => {}
549                    Err(err) => {
550                        log::debug!(
551                            "Could not process pointer repass for node #{}: {}",
552                            node_id,
553                            err
554                        );
555                    }
556                }
557            });
558        }
559
560        if has_pending_focus_invalidations() {
561            let mut applier = self.app.composition.applier_mut();
562            process_focus_invalidations(|node_id| {
563                match clear_dispatch_invalidation(
564                    &mut applier,
565                    node_id,
566                    DispatchInvalidationKind::Focus,
567                ) {
568                    Ok(true) => {
569                        log::trace!("Cleared focus sync flag for node #{}", node_id);
570                    }
571                    Ok(false) => {}
572                    Err(err) => {
573                        log::debug!(
574                            "Could not process focus invalidation for node #{}: {}",
575                            node_id,
576                            err
577                        );
578                    }
579                }
580            });
581        }
582
583        if has_pending_semantics_invalidations() {
584            let mut applier = self.app.composition.applier_mut();
585            process_semantics_invalidations(|node_id| {
586                cranpose_core::bubble_semantics_dirty(&mut *applier, node_id);
587            });
588        }
589    }
590
591    fn take_structural_change_parents(&mut self) -> Vec<NodeId> {
592        if cranpose_core::env_flag!("CRANPOSE_DISABLE_STRUCTURAL_DIRT") {
593            return Vec::new();
594        }
595        let Some(root) = self.app.composition.root() else {
596            return Vec::new();
597        };
598        self.app
599            .composition
600            .applier_mut()
601            .take_structural_change_parents_attached_to(root)
602    }
603
604    #[cfg(test)]
605    pub(crate) fn run_render_phase(&mut self) -> FrameUpdateResult {
606        let app_context = Rc::clone(&self.app.app_context);
607        app_context.enter(|| self.run_render_phase_in_context(false))
608    }
609
610    fn run_render_phase_in_context(&mut self, recomposed_this_frame: bool) -> FrameUpdateResult {
611        let inspector_revision = if self.app.inspector_projector.is_some()
612            && self
613                .surfaces
614                .iter()
615                .any(|surface| surface.inspector.state.open)
616        {
617            self.semantics_snapshot_revision()
618        } else {
619            0
620        };
621        cranpose_ui::tick_cursor_blink();
622        let render_dirty = take_render_invalidation();
623        let pointer_dirty = take_pointer_invalidation();
624        take_focus_invalidation();
625        let draw_dirty =
626            partition_nodes_by_surface(&mut self.app, &self.surfaces, take_draw_repass_nodes());
627        let structural = self.take_structural_change_parents();
628        let structural = partition_nodes_by_surface(&mut self.app, &self.surfaces, structural);
629        let _ = cranpose_ui::has_focused_field();
630        let attributed = draw_dirty
631            .iter()
632            .chain(structural.iter())
633            .any(|nodes| !nodes.is_empty())
634            || self
635                .surfaces
636                .iter()
637                .any(|surface| !surface.scoped_layout_scene_nodes.is_empty());
638        let frame = FrameDirt {
639            render_dirty,
640            pointer_dirty,
641            attributed,
642            recomposed_this_frame,
643        };
644
645        let mut result = FrameUpdateResult::default();
646        let mut retained_visual_nodes = HashSet::new();
647        let mut prune_observations = false;
648        for ((surface, draw_dirty), structural) in
649            self.surfaces.iter_mut().zip(draw_dirty).zip(structural)
650        {
651            let mut frame = render_surface(&mut self.app, surface, &frame, draw_dirty, structural);
652            frame.result.visual_changed |=
653                crate::inspector::refresh(&mut self.app, surface, inspector_revision);
654            surface.last_update = frame.result;
655            surface.frame_owed |= frame.result.visual_changed;
656            result.visual_changed |= frame.result.visual_changed;
657            result.structure_changed |= frame.result.structure_changed;
658            if frame.rebuilt
659                && surface
660                    .renderer
661                    .scene()
662                    .collect_retained_visual_observation_nodes(&mut surface.retained_visual_nodes)
663            {
664                prune_observations = true;
665            }
666            retained_visual_nodes.extend(surface.retained_visual_nodes.iter().copied());
667        }
668        if prune_observations {
669            cranpose_ui::prune_draw_observations_to_nodes(&retained_visual_nodes);
670        }
671        result
672    }
673}
674
675fn render_surface<R>(
676    app: &mut ShellApp,
677    surface: &mut RootSurface<R>,
678    frame: &FrameDirt,
679    draw_dirty_nodes: Vec<NodeId>,
680    structural_parents: Vec<NodeId>,
681) -> SurfaceFrame
682where
683    R: Renderer,
684    R::Error: Debug,
685{
686    let draw_repass_pending = !draw_dirty_nodes.is_empty();
687    let mut draw_dirty_nodes = refresh_draw_nodes(app, surface, draw_dirty_nodes);
688    if frame.render_dirty && !draw_repass_pending {
689        draw_dirty_nodes = refresh_retained_redraw_nodes(app, surface);
690    }
691    let layout_dirty_nodes = std::mem::take(&mut surface.scoped_layout_scene_nodes);
692    let scene_dirty = surface.scene_dirty;
693    let dirt = SurfaceDirt::classify(
694        frame,
695        scene_dirty,
696        draw_repass_pending,
697        draw_dirty_nodes,
698        layout_dirty_nodes,
699        structural_parents,
700    );
701
702    if !dirt.needs_scene_rebuild {
703        dirt.log(
704            frame,
705            scene_dirty,
706            if dirt.render_only_dirty {
707                "present-retained"
708            } else {
709                "skip"
710            },
711        );
712        surface.scoped_layout_scene_nodes = dirt.layout_dirty_nodes;
713        if dirt.render_only_dirty && app.dev_options.fps_counter {
714            draw_dev_overlay(app, surface);
715        }
716        return SurfaceFrame {
717            result: FrameUpdateResult {
718                visual_changed: dirt.render_only_dirty,
719                structure_changed: false,
720            },
721            rebuilt: false,
722        };
723    }
724
725    surface.scene_dirty = false;
726    let structure_changed = !dirt.render_only_dirty && !dirt.visual_update_only();
727    rebuild_surface_scene(app, surface, frame, scene_dirty, &dirt);
728    if dev_overlay_belongs_on(surface.id, app.dev_options.fps_counter) {
729        draw_dev_overlay(app, surface);
730    }
731    SurfaceFrame {
732        result: FrameUpdateResult {
733            visual_changed: true,
734            structure_changed,
735        },
736        rebuilt: true,
737    }
738}
739
740fn rebuild_surface_scene<R>(
741    app: &mut ShellApp,
742    surface: &mut RootSurface<R>,
743    frame: &FrameDirt,
744    scene_dirty: bool,
745    dirt: &SurfaceDirt,
746) where
747    R: Renderer,
748    R::Error: Debug,
749{
750    let viewport_size = surface.viewport_size();
751    let Some(root) = surface.root_node(app) else {
752        surface.renderer.scene_mut().clear();
753        return;
754    };
755    let mut applier = app.composition.applier_mut();
756    dirt.log(frame, scene_dirty, dirt.rebuild_path());
757    let rebuild_result = if dirt.use_visual_update() {
758        surface.renderer.update_visual_scene_from_applier(
759            &mut applier,
760            root,
761            viewport_size,
762            &dirt.partial_dirty_nodes,
763        )
764    } else if dirt.use_partial_update() {
765        surface.renderer.update_scene_from_applier(
766            &mut applier,
767            root,
768            viewport_size,
769            &dirt.partial_dirty_nodes,
770        )
771    } else {
772        surface
773            .renderer
774            .rebuild_scene_from_applier(&mut applier, root, viewport_size)
775    };
776    if let Err(err) = rebuild_result {
777        log::error!("renderer rebuild failed: {err:?}");
778        surface.renderer.scene_mut().clear();
779    }
780}
781
782fn dev_overlay_belongs_on(id: RootId, fps_counter: bool) -> bool {
783    fps_counter && matches!(id, RootId::Primary)
784}
785
786fn draw_dev_overlay<R: Renderer>(app: &ShellApp, surface: &mut RootSurface<R>) {
787    let viewport_size = surface.viewport_size();
788    surface.refresh_dev_overlay_text_for_frame_at(app, viewport_size, Instant::now());
789    surface
790        .renderer
791        .draw_dev_overlay(surface.dev_overlay_text.as_str(), viewport_size);
792}
793
794fn refresh_draw_nodes<R: Renderer>(
795    app: &mut ShellApp,
796    surface: &mut RootSurface<R>,
797    dirty_nodes: Vec<NodeId>,
798) -> Vec<NodeId> {
799    if dirty_nodes.is_empty() {
800        return dirty_nodes;
801    }
802    let Some(layout_tree) = surface.layout_tree.as_mut() else {
803        return dirty_nodes;
804    };
805
806    let dirty_set: HashSet<NodeId> = dirty_nodes.into_iter().collect();
807    let mut applier = app.composition.applier_mut();
808    let refresh_scope = build_draw_refresh_scope(&mut applier, &dirty_set);
809    refresh_layout_box_data(
810        &mut applier,
811        layout_tree.root_mut(),
812        &refresh_scope,
813        &dirty_set,
814    );
815    dirty_set.into_iter().collect()
816}
817
818fn refresh_retained_redraw_nodes<R: Renderer>(
819    app: &mut ShellApp,
820    surface: &mut RootSurface<R>,
821) -> Vec<NodeId> {
822    let Some(root) = surface.root_node(app) else {
823        return Vec::new();
824    };
825    let mut dirty_nodes = Vec::new();
826    {
827        let mut applier = app.composition.applier_mut();
828        collect_retained_redraw_nodes(&mut applier, root, &mut dirty_nodes);
829    }
830    refresh_draw_nodes(app, surface, dirty_nodes)
831}
832
833impl<R: Renderer> RootSurface<R> {
834    fn refresh_dev_overlay_text_for_frame_at(
835        &mut self,
836        app: &ShellApp,
837        viewport_size: Size,
838        now: Instant,
839    ) {
840        if !self.dev_overlay_text_needs_refresh(viewport_size, now) {
841            return;
842        }
843        self.dev_overlay_text = self.build_dev_overlay_text(app, viewport_size);
844        self.dev_overlay_last_refresh = Some(now);
845        self.dev_overlay_viewport = Some(viewport_size);
846    }
847
848    fn dev_overlay_text_needs_refresh(&self, viewport_size: Size, now: Instant) -> bool {
849        if self.dev_overlay_text.is_empty() || self.dev_overlay_viewport != Some(viewport_size) {
850            return true;
851        }
852
853        self.dev_overlay_last_refresh
854            .map(|last| {
855                now.checked_duration_since(last).unwrap_or_default() >= DEV_OVERLAY_REFRESH_INTERVAL
856            })
857            .unwrap_or(true)
858    }
859
860    fn build_dev_overlay_text(&mut self, app: &ShellApp, viewport_size: Size) -> String {
861        self.dev_overlay_controls.clear();
862
863        let stats = app.fps_monitor.stats();
864        let mut text = format!(
865            "{:.0} FPS | avg {:.1}ms | p95 {:.1}ms | max {:.1}ms | work {:.1}ms | {} recomp/s",
866            stats.fps,
867            stats.avg_ms,
868            stats.p95_ms,
869            stats.max_ms,
870            stats.work_avg_ms,
871            stats.recomps_per_second
872        );
873
874        if !app.dev_options.frame_pacing_controls {
875            return text;
876        }
877
878        text.push_str(" | ");
879        let mut controls = Vec::with_capacity(FramePacingMode::ALL.len());
880        for (index, mode) in FramePacingMode::ALL.into_iter().enumerate() {
881            if index > 0 {
882                text.push(' ');
883            }
884            let start = text.len();
885            if mode == app.dev_options.frame_pacing_mode {
886                text.push('[');
887                text.push_str(mode.label());
888                text.push(']');
889            } else {
890                text.push_str(mode.label());
891            }
892            controls.push((start, text.len(), mode));
893        }
894
895        let overlay_width = text.len() as f32 * DEV_OVERLAY_CHAR_WIDTH;
896        let overlay_x = (viewport_size.width - overlay_width - DEV_OVERLAY_PADDING * 2.0)
897            .max(DEV_OVERLAY_PADDING);
898        let overlay_y = DEV_OVERLAY_PADDING;
899        let text_x = overlay_x + DEV_OVERLAY_PADDING / 2.0;
900        let text_y = overlay_y + DEV_OVERLAY_PADDING / 4.0;
901        let text_height = DEV_OVERLAY_FONT_SIZE * 1.4;
902
903        self.dev_overlay_controls = controls
904            .into_iter()
905            .map(|(start, end, mode)| DevOverlayControl {
906                bounds: Rect {
907                    x: text_x + start as f32 * DEV_OVERLAY_CHAR_WIDTH - 3.0,
908                    y: text_y - 3.0,
909                    width: (end - start) as f32 * DEV_OVERLAY_CHAR_WIDTH + 6.0,
910                    height: text_height + 6.0,
911                },
912                mode,
913            })
914            .collect();
915
916        text
917    }
918}
919
920fn clear_dispatch_invalidation(
921    applier: &mut MemoryApplier,
922    node_id: NodeId,
923    invalidation: DispatchInvalidationKind,
924) -> Result<bool, NodeError> {
925    match invalidation {
926        DispatchInvalidationKind::Pointer => {
927            match applier.with_node::<LayoutNode, _>(node_id, |node| {
928                let needs_pointer_pass = node.needs_pointer_pass();
929                if needs_pointer_pass {
930                    node.clear_needs_pointer_pass();
931                }
932                needs_pointer_pass
933            }) {
934                Ok(cleared) => Ok(cleared),
935                Err(NodeError::TypeMismatch { .. }) => applier
936                    .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
937                        let needs_pointer_pass = node.needs_pointer_pass();
938                        if needs_pointer_pass {
939                            node.clear_needs_pointer_pass();
940                        }
941                        needs_pointer_pass
942                    }),
943                Err(err) => Err(err),
944            }
945        }
946        DispatchInvalidationKind::Focus => {
947            match applier.with_node::<LayoutNode, _>(node_id, |node| {
948                let needs_focus_sync = node.needs_focus_sync();
949                if needs_focus_sync {
950                    node.clear_needs_focus_sync();
951                }
952                needs_focus_sync
953            }) {
954                Ok(cleared) => Ok(cleared),
955                Err(NodeError::TypeMismatch { .. }) => applier
956                    .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
957                        let needs_focus_sync = node.needs_focus_sync();
958                        if needs_focus_sync {
959                            node.clear_needs_focus_sync();
960                        }
961                        needs_focus_sync
962                    }),
963                Err(err) => Err(err),
964            }
965        }
966    }
967}
968
969pub(crate) fn build_draw_refresh_scope(
970    applier: &mut MemoryApplier,
971    dirty_nodes: &HashSet<NodeId>,
972) -> HashSet<NodeId> {
973    let mut refresh_scope = HashSet::with_capacity(dirty_nodes.len());
974    for &dirty_node in dirty_nodes {
975        let mut current = Some(dirty_node);
976        while let Some(node_id) = current {
977            if !refresh_scope.insert(node_id) {
978                break;
979            }
980            current = applier.get_mut(node_id).ok().and_then(|node| node.parent());
981        }
982    }
983    refresh_scope
984}
985
986fn take_needs_redraw(applier: &mut MemoryApplier, node_id: NodeId) -> bool {
987    match applier.with_node::<LayoutNode, _>(node_id, |node| {
988        let needs_redraw = node.needs_redraw();
989        if needs_redraw {
990            node.clear_needs_redraw();
991        }
992        needs_redraw
993    }) {
994        Ok(needs_redraw) => needs_redraw,
995        Err(NodeError::TypeMismatch { .. }) => applier
996            .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
997                let needs_redraw = node.needs_redraw();
998                if needs_redraw {
999                    node.clear_needs_redraw();
1000                }
1001                needs_redraw
1002            })
1003            .unwrap_or(false),
1004        Err(_) => false,
1005    }
1006}
1007
1008fn collect_retained_redraw_nodes(
1009    applier: &mut MemoryApplier,
1010    root: NodeId,
1011    dirty_nodes: &mut Vec<NodeId>,
1012) {
1013    let mut children = Default::default();
1014    match applier.get_mut(root) {
1015        Ok(node) => node.collect_children_into(&mut children),
1016        Err(_) => return,
1017    }
1018
1019    if take_needs_redraw(applier, root) {
1020        dirty_nodes.push(root);
1021    }
1022
1023    for child in children {
1024        if cranpose_ui::is_window_root(applier, child) {
1025            continue;
1026        }
1027        collect_retained_redraw_nodes(applier, child, dirty_nodes);
1028    }
1029}
1030
1031fn refresh_layout_box_data(
1032    applier: &mut MemoryApplier,
1033    layout: &mut cranpose_ui::layout::LayoutBox,
1034    refresh_scope: &HashSet<NodeId>,
1035    dirty_nodes: &HashSet<NodeId>,
1036) {
1037    if !refresh_scope.contains(&layout.node_id) {
1038        return;
1039    }
1040
1041    if dirty_nodes.contains(&layout.node_id) {
1042        if let Ok((modifier, resolved_modifiers, slices)) =
1043            applier.with_node::<LayoutNode, _>(layout.node_id, |node| {
1044                node.clear_needs_redraw();
1045                (
1046                    node.modifier.clone(),
1047                    node.resolved_modifiers(),
1048                    node.modifier_slices_snapshot(),
1049                )
1050            })
1051        {
1052            layout.node_data.modifier = modifier;
1053            layout.node_data.resolved_modifiers = resolved_modifiers;
1054            layout.node_data.modifier_slices = slices;
1055        } else if let Ok((modifier, resolved_modifiers)) = applier
1056            .with_node::<SubcomposeLayoutNode, _>(layout.node_id, |node| {
1057                node.clear_needs_redraw();
1058                (node.modifier(), node.resolved_modifiers())
1059            })
1060        {
1061            layout.node_data.modifier = modifier.clone();
1062            layout.node_data.resolved_modifiers = resolved_modifiers;
1063            layout.node_data.modifier_slices =
1064                std::rc::Rc::new(cranpose_ui::collect_slices_from_modifier(&modifier));
1065        }
1066    }
1067
1068    for child in &mut layout.children {
1069        refresh_layout_box_data(applier, child, refresh_scope, dirty_nodes);
1070    }
1071}
1072
1073#[cfg(test)]
1074#[path = "tests/shell_frame_tests.rs"]
1075mod tests;